Posts for yarbles

Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Was hoping we were going to see another WIP but it looks like we're better off waiting for the final submission.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
GuanoBowl wrote:
how do i fix the end. ive tried many ways and still have found nothing.
Play back the movie with read-only turned off. Make a savestate just before the end, and then replay those last few frames and stop recording. This should overwrite the end part of the movie and chop off the excess time you accidentally recorded.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Somewhat off-topic, but worth posting: http://youtube.com/watch?v=jB89-9X6YS0 movie trailer for an independent film based on Zelda:OOT !!!
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Sir VG: I had the same problem; my ROM didn't have a 512-byte header. If you pad the front of your .smc file with 512 null bytes, the IPS should patch properly. Another neat trick mentioned earlier in this thread is that if the .smc and .ips file have the same name, SNES9X will automatically load and patch the ips without modifying the original ROM (so you don't have to actually use an IPS patching tool at all) If you want, I can post up a 512-byte file of null values that you can prepend to your smc file using copy /b (or cat, if you are using *nix)
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Looking great so far, keep up the good work.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
jimsfriend wrote:
but nobody got my Star Wars reference in my picture. Next time I guess I'll have to use a more obvious quote.
When I looked at the aforementioned quote, all I could think of was this:
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
KDR_11k wrote:
I suppose hacking the game apart and delivering mathematical proof that a movie is the fastest possible solution is the only way to satisfy the complainers. At the time of submission the submitter obviously expects his run to be the fastest possible solution and the day after someone else manages to think up a way to improve it, even in a separate thread you'd never know when a solution is perfect.
Looks like Acmlm did just that, see submission 1011
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
In general, the NTSC version of the rom is used for the games played on this site due to the higher framerate/refreshrate (60hz vs 50hz) One notable exception is Rygar, to exploit a trick that allows you to jump a gap and skip a large portion of the game.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Emulator: snes9x improvement7 (looks like its up to v9 now) Rom: Super Metroid (JU) [!]
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
So far so good, looking forward to the next WIP
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Is it possible to make phpbb force you to post when you vote? That might help the situation a bit if everyone was required to say why they voted yes/no/meh (although most people do it voluntarily now). This could also potentially cut down on anonymous/lurker-style abuses of the voting system.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Well that was an easy yes vote Good show old chap
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
I would recommend turning the rumblepak off if you record future movies, as most people have that setting turned off by default in their emu settings.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Good stuff, voting yes. Get crackin' on the 102% run now ;)
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Thanks spoony. Something must be going wrong with the patching process, because my "before" CRC matches but the "after" one does not.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Would someone who has successfully patched Metroid Legacy mind sharing the CRC32 values of their ROM before and after it was patched? Seeing other people talk about it in this thread makes me want to play it even more, heh.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
moozooh wrote:
Bad dump maybe? I've applied it to the "JU [!]" rom, and it works ok. When it came to item acquiring puzzles, this hack surprised me pretty much, but the level design (I mean the aethetic component here, not functional which is ok) is worse than original, IMO.
Yep, same one I used. The "vanilla" rom works just fine for the regular game so I doubt its a bad dump....who knows? There's a readme file thats included with the ips patch but of course it's in japanese :-/
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Anyone else have trouble applying the Metroid Legacy patch? I'm using the regular JU rom, and the IPS applies successfully....but I get a bad checksum and the game goes blank as soon as it gets into the game itself.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
JXQ wrote:
This latest update was superb:
  • Hitting as many (-) barrels as possible on Haunted Hall was clever
  • Gusty Grove was a great watch
  • Parrot Chute Panic was Un-freakin-believable
  • Web Woods (one of the slowest and toughest levels) was destroyed
^^ what he said. Parrot Chute Panic was ridiculous
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
So far, so good. Looking forward to the next WIP
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
JXQ wrote:
Turns out it is possible, though the timing needed is ridiculously precise. It looks cool, though. Did you get that thing I sent you?
You get a gold star for the subtle Harvey Birdman quote there
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Acryte, welcome. Will be watching this thread with keen interest :) CB, great work on the test run so far. I'm excited to see what happens when people team up to work on this project.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Also, as an FYI I had started this thread but didn't get much of a response on it. The reality is that the TG16 wasn't a very popular console, especially since it came out right around the same time as SNES and Genesis (and was technically inferior to both in a lot of ways).
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado
Personally, I would love to see this, but I don't see it happening anytime soon. The most accurate emu (afaik) available now (magicengine) is not opensource, it's not even free...whereas the other emulators that have been improved (fceu, snes9x, mupen, etc) already had source code available for the coders here to work from. That being said, I haven't looked into TG16 emulation in a long time (years), so I can't speak for the quality of the other emus that were mentioned.
Experienced Forum User
Joined: 8/1/2004
Posts: 143
Location: Colorado